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Then why do we need a blocker, which can not respond to the necessary resources or temperature indicators? It's like making a motion sensor in the water pipe section. So that they stop the flow of water when there is a duplicate.

I'm open-minded about this. Because it has same "shut-off" name and a similar functionality, doens't mean it should be able to be used in an exact same way. But it will be useful where it's useful. But it doesn't have to be water/gas system's counterparts. That's my opinion, i'm happy with what i guess since i'm not the game designer. But it could be just a design mistake. But i odn't care.

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I agree! And that also removes the need to keep up morale in the early game, which used to be one of the driving forces to expand and do new stuff.

If you're a bit careful with your early dupe picks, it's entirely possible to have a core team of 6-8 dupes with the essential skills (I use Dig, Research, Supply, Build, Research, Supply, Farm, Dig but should probably revise that) with their main interest on level 2 or 3 by cycle 40-ish.

Where a level 2 scientist used to be a major decision point for me (the question being, can I keep morale in the 12-16 range?), now a dupe with Research interest can get to level three (morale req 3) without even needing a Great Hall. I have no idea what a better system would be, though...

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I just started a brand new game to test out and even set the game to sandbox - and its taking FOREVER to get 2 skill points enough to put into Ranching so I can test the grooming station.

My dupes have researched pretty far up the research tree before anybody gained a skill point. Which makes the job board a mid game research option. Normally I'd research job boards early on. But now its just sitting there for 20-30ish cycle before I gained skills to do anything worthy.

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@TenedasI could easily see that the radius of CO2 coming out of the suit could be dispersed randomly in a bigger area then just right next to them when they exit the suit. Would be interesting to test out this with a dupe in a atmo suit outside the base all day doing tasks or locked out then let them back in but paint in O2 over all CO2 in the area and see where it spawns when he exits.

Edited April 10 by FiannaTiger

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Couldn't you in that case use a ore dumper to drop it in a pool and have a sweeper pick it up that is tied to a temperature sensor where the ore/whatever is being dropped to kick on after a certain temperature is reached back into another conveyor?

You could, yes. However, when you drop materials onto the floor, they don't transfer heat very well. Additionally, as you drop more material, the mass builds up. If you then load the materials into a container -- again, they don't transfer heat well and you get a lot of mass built up in a small location. On the rail, you have a 50g "packet" of mass that is trading heat with the rail, and with the material the rail is in (gas, liquid, or solid) meaning that your material cools down quickly and consistently.

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Thanks for reaching out, i'm still not sure either on how to replicate it but is happening quite consistently when dupes set atmosuits on docks and only when the checkpoint is on the left of the waterlock.

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@Ipsquiggle Can you confirm that the Shearing Station also received the same treatment as the Grooming Station in this update to only work in a proper stable? I found my dreckos which are in a open ranch not getting sheared unlike before the update.

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We've figured out why the liquid locks are being broken and are investigating a fix now! Thanks for the screenshots and saves!

9 hours ago, Xyer said:

@Ipsquiggle Can you confirm that the Shearing Station also received the same treatment as the Grooming Station in this update to only work in a proper stable? I found my dreckos which are in a open ranch not getting sheared unlike before the update.